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April 4, 2020
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Journey to the Savage Planet a reaction to a past life of AAA development  
by Aron Garst [04.03.20]
After life as creative director on huge Ubisoft games like Assassin's Creed III and Far Cry 4, Alex Hutchinson was ready to make games at his own small studio.
Design, Production, Indie, Video

ALT.CTRL.GDC Showcase: Our Sutured City  
by Joel Couture [04.03.20]
Our Sutured City holds a story within a woven tapestry, having players touch places within the art to progress through a point & click-like game.
Indie, Video

ALT.CTRL.GDC Showcase: Red Planet Games' Vincere  
by Joel Couture [04.02.20]
Vincere is a competitive chariot racing game, where players must lean in their chariot and pull on the reins to overcome the opponent beside them.
Indie, Video

What happens when an outbreak ruins your game announcement plans?  
by Aron Garst [04.01.20]
Sabotage Studio's Thierry Boulanger opens up about how the success of The Messenger allowed the studio to start in on Sea of Stars, and the impact COVID-19 has had on the game's development.
Business/Marketing, Production, Console/PC, Indie, Social/Online, Smartphone/Tablet

ALT.CTRL.GDC Showcase: Hug Machine  
by Joel Couture [04.01.20]
Hug Machine takes players to a distant future where humanity is learning how to hug again, using a convenient person-shaped machine to practice their hugging techniques.
Indie, Video

Showcasing on Steam's Game Festival: the real numbers!  
by Simon Carless [03.31.20]
Luciano Iurino from Spanish dev The Troglobytes, who have Hyperparasite, their relentless twin-stick shooter/roguelite set in the roaring '80s, discussed the positive effects of having their game in the new Steam Game Festival.
Business/Marketing, Design, Production, Console/PC, Indie

Video Game Deep Cuts: The Year Of The Pac  
by Simon Carless [04.03.20]
The latest picks for the week's best writing & videos about video games includes a look at Over The Alps, Good Job!, & lots more.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Don't Miss: How Rogue Legacy handles tutorials without being boring 5
by Staff [04.03.20]
How do you teach players how to play your game without getting bogged down in boring tutorials? Rogue Legacy developer Teddy Lee shares his secrets.
Design, Console/PC, Indie



Video Game Deep Cuts: The Year Of The Pac  
by Simon Carless [04.03.20]
The latest picks for the week's best writing & videos about video games includes a look at Over The Alps, Good Job!, & lots more.
Audio Smartphone/Tablet Social/Online Indie Console/PC Art Production Programming Design Business/Marketing VR

Game Dev Digest Issue #38 - Coding, Editor Enhancements, Visuals & Shaders, Animations, Physics, XR, And Much More.  
by Mike Marrone [04.03.20]
Game Dev Digest Issue #38 - Coding, Editor Enhancements, Visuals & Shaders, Animations, Physics, XR, And Much More. The latest from the free weekly Unity3d/gamedev newsletter.
Design Smartphone/Tablet Social/Online Indie Serious Console/PC Art Production Programming VR

Localizing A Game Into French—Which Variant Should You Choose?  
by Damien Yoccoz [04.03.20]
The French spoken in France is quite different from the variant spoken in North America—Canadian French, or Québécois. Here is what you should know about both.
Audio Smartphone/Tablet Social/Online Indie Serious Console/PC Art Production Programming Design Business/Marketing VR

Would you work for free?  
by Andre Faure [04.02.20]
I have written an article about the value of time. I’m still having bad examples of industry professionals that not only do not respect other professional’s time, but, covered by a big brand, try to abuse smaller companies. Check this testimonial.
Audio Smartphone/Tablet Social/Online Indie Serious Console/PC Art Production Programming Design Business/Marketing VR

Thumbs Up: Getting The Most Out Of Player Reviews  
by Meg Betteridge [04.02.20]
A quick guide to understanding why players write reviews, how to interpret their feedback, and what you as a community manager can do to drive the narrative. The whole team can take a slice from this one!
Business/Marketing Design Production Console/PC Serious Indie Social/Online Smartphone/Tablet VR


Frictional Games — Malmö, Sweden
[04.01.20]
Tech Lead


Iridium Studios — Los Angeles, California, United States
[03.25.20]
3-D Character Artist


Manticore Games — San Mateo, California, United States
[03.05.20]
Backend Engineer